View Full Version : Gallery Topic (post your favorite work, or WIP's)
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ExAm
September 22nd, 2007, 06:10 PM
AK's stock looks really thick.
Con
September 23rd, 2007, 02:36 AM
Dang, how'd you get that done so fast Tweek?
Archon23
September 23rd, 2007, 02:38 AM
By the way what happened to that mecha model thingy you were making?
Oh well that makes me worship you like a god anyway.
DaneO'Roo
September 23rd, 2007, 03:25 AM
Those 2 pics look much better than your last update. Looks like your updated the body texture, though I could be mistaken.
Funny, here I was thinking it was a WIP.
:eyesroll:
Ok, enough with the sarcasm. It's understandable for you to think such things, when your finished projects look like they're still works in progress, so I forgive you :D
ExAm
September 23rd, 2007, 04:01 AM
So it should be. (http://www.modelguns.co.uk/images/ak47ts2.jpg)
Tweek and Peng, <3.It looks more like the end of the stock's cross section looks, in peng's model, like the oval shape is too wide at the top and bottom, rather than the more gradual oval I see in that picture you have there.
Tweek
September 23rd, 2007, 04:09 AM
By the way what happened to that mecha model thingy you were making?
got bored.
MNC
September 23rd, 2007, 05:43 AM
http://img528.imageshack.us/img528/5545/firstmapwoowa2.png
/proud. My first custom BSP :D
Ignore the graphics. It's an old laptop.
Tweek
September 23rd, 2007, 07:54 AM
i'll propably put together an alpha of the map later today, just to see how it plays. look out for a thread for it.
my guess, i should have something in about 3-5 hours or so.
edit:
oh yeah, this test will be for CE, since i dont have vista, so if you're one of those people that think they're cool enough to get a beta from me, go install CE and stuff.
Mass
September 23rd, 2007, 08:28 AM
Dang, how'd you get that done so fast Tweek?
I'm thinking symmetry tool, but I dunno.
........wish I did.
anyway
I'd feel like a noob asking to beta alpha.
But I do D:
Tweek
September 23rd, 2007, 08:33 AM
don't ask here man
ask there -> http://www.h2vista.net/forums/showthread.php?t=6292
PenGuin1362
September 23rd, 2007, 12:07 PM
Sounds like every model I've ever attempted to make...
no. he just got bored, he didn't run into a road block in which he didn't know how to model the rest of it cause he's a nub :)
Tweek
September 23rd, 2007, 02:47 PM
actually, i stopped, because the concept didnt show anymore, and since i'm an unimaginitave prick, i cba making stuff up.
Roostervier
September 23rd, 2007, 10:17 PM
Soviet SKS Simonov & AK-47
http://img.photobucket.com/albums/v721/PenGuin1362/SovietSKSSimonovKalashnikovAK-47.jpg
I spots me an AKM receiver. Did you decide not to change that after Warsaw pointed it out? Just asking. Anyway, look great. =D
e: Nvm about the receiver, Snaf answered that question in the other topic.
Leiukemia
September 23rd, 2007, 10:56 PM
Dunno how to get rid of the scraggy edges :/
http://i67.photobucket.com/albums/h320/Duncgs/chromerim.jpg
http://i67.photobucket.com/albums/h320/Duncgs/chromerims2.jpg
Con
September 23rd, 2007, 11:28 PM
Nice, those going on anything?
DaneO'Roo
September 24th, 2007, 02:27 AM
http://img256.imageshack.us/img256/4894/oshibrutes3ge7.jpg
most of the texture patterns are my design, but I'm still following bungies a bit.
Also thats just real basic for now, once I get all the amours basic textures and bumps down, i'll go in and start giving it real detail.
*edit*
http://img206.imageshack.us/img206/4366/oshibrutes3sl2.jpg
/phong
Mass
September 24th, 2007, 07:36 AM
That is win IMO.
Sever
September 24th, 2007, 09:07 AM
That, along with fighting Elites (you ARE reskinning the Elites, right?), will be near impossible, due to the fact that you will be fighting two hella-cool enemies that you will want to stop and gaze at while they are tearing you apart.
Tweek
September 24th, 2007, 09:10 AM
yep, those are definately elites.
Kalub
September 24th, 2007, 09:20 AM
^ lol
Sever
September 24th, 2007, 09:27 AM
Take some time and read. please. The first word I posted refers to teh lag & Dane's Brutes. I was basically saying "That [the Brute], and the Elites..." K? Just trying to clarify.
PenGuin1362
September 24th, 2007, 09:34 AM
I spots me an AKM receiver. Did you decide not to change that after Warsaw pointed it out? Just asking. Anyway, look great. =D
are you fucking retarded -_- do you even know the difference between an akm and an ak? the receiver is that of an AK-47. if you knew what you were talking about you'd know that. glad you like them, but if you don't know anything about guns best not to say anything.
StankBacon
September 24th, 2007, 10:14 AM
harsh.
Rob Oplawar
September 24th, 2007, 03:25 PM
idk why, I mean, the model is way better than anything I could ever do, it just seems a little... off. The texture is really helping it tho. I'm trying to find something to criticize about it instead of always giving nothing but useless praise, but I really can't find anything wrong with it so far, except to say that it needs to be finished, lol. Nice work, Dano.
PenGuin1362
September 24th, 2007, 03:48 PM
i can....IT SUCKS! START OVER DANO! GAWD!
<3 looks great.
DaneO'Roo
September 24th, 2007, 06:50 PM
I personally think the models look great, just the way he modeled them is a bit funny. He knows now though, since he started skinning hes learned that sometimes you have to model differently in terms of unwrapping.
Mainly, I think whats throwing you off Rob is the smoothing. It's all fucked up since the export from max to maya, but I've fixed it up a bit.
Bad Waffle
September 24th, 2007, 06:59 PM
to me, the proportions of the brute biped just look odd. but really, i think the brute that bungie made is too crazy and not really well designed--or at least something was definitely screwed up between the concepts and the modelling.
DaneO'Roo
September 24th, 2007, 07:05 PM
Nothing is ever screwed up Wave, lol. It's just a design choice. They seem fine to me :/ Not all animals are the same proportions as people. They've blended gorillas , rhinos and people together, so you get those big forearms and calf muscles, with the slight hunch backs and stuff.
Bad Waffle
September 24th, 2007, 07:14 PM
dude, in H2 look at their thighs. It bulges out in a cylindrical shape, then all of a sudden without any real muscular form tapers in, and whammo theres the knee. Its seriously as if they modeled the brutes by extruding a cylinder. Look at the forearms as well. Plus, they have no ankles, just a shin and calf which looks like a freakin tube that blends into some hoof thing, with two spikes at each side of their square feet. Wierdest piece of shit ive ever seen in a best selling game :D
Tweek
September 24th, 2007, 07:16 PM
:words:
Rob Oplawar
September 24th, 2007, 07:44 PM
[what he said]
Exactly, thank you wol.
DaneO'Roo
September 24th, 2007, 10:30 PM
No, you two are too used to your lateral thinking and human body.
Some creatures just have different body proportions and shapes...
Bungie aren't fucking stupid. If a bunch of people from internet forums can see "faults" I'm sure an entire professional studio would have seen said faults. Think outside the square.
Maybe they just have muscly ass thighs, maybe, they have huge ass shin bones, maybe, just maybe they don't have as much fluent movement as a human body, but they make up for that in pure strength.
I personally am glad the brutes are the way they are. If they were the same proportions as a human, it'd just look like your fighting a bunch of black guys, who have alot of fur and ape/rhino/lizard like features.
also, 2000th post
Con
September 24th, 2007, 10:39 PM
If they were the same proportions as a human, it'd just look like your fighting a bunch of black guys, who have alot of fur and ape/rhino/lizard like features.
Yeah, why would anyone want to fight a bunch of neuros? :maddowns:
Bad Waffle
September 24th, 2007, 11:19 PM
No, you two are too used to your lateral thinking and human body.
Some creatures just have different body proportions and shapes...
Bungie aren't fucking stupid. If a bunch of people from internet forums can see "faults" I'm sure an entire professional studio would have seen said faults. Think outside the square.
Maybe they just have muscly ass thighs, maybe, they have huge ass shin bones, maybe, just maybe they don't have as much fluent movement as a human body, but they make up for that in pure strength.
I personally am glad the brutes are the way they are. If they were the same proportions as a human, it'd just look like your fighting a bunch of black guys, who have alot of fur and ape/rhino/lizard like features.
also, 2000th post
On the contrary, dane. I'm not used to human anatomy in that sense, im talking about how the brute reacts with the rest of the art. All other enemies (elites, hunters, jackals, grunts, and all the flood) are designed very well and look very real. The brute stands out from them. It doesnt fit in. You're using a tremendous amount of suspension of belief which i find odd seeing as how you yourself are a great artist dedicated to making things right. The muscles and shape just dont look right, and they dont look primal (in halo 2). They said many many times that they themselves were not happy with the halo 2 brutes, that they looked like odd monkeys. I can then happily say that they look much more covenant in halo 3.
SnaFuBAR
September 25th, 2007, 06:26 PM
even though i posted it in my thread already, i can't help but put it here.
http://img206.imageshack.us/img206/1986/32116793vq5.png
http://img295.imageshack.us/img295/2033/14897853fx9.png
DaneO'Roo
September 26th, 2007, 07:44 AM
http://img257.imageshack.us/img257/2843/oshibrutes4hs1.jpg
sup
also real basic at the moment like the others.
Since that's the last one to be started - it's now hammer time.
Reaper Man
September 26th, 2007, 08:06 AM
:awesome:
Reaper Man
September 26th, 2007, 11:04 AM
Are the bumps meant to be inverted on the left kneepad? :downs:
Looks great all the same, <3
That's just a glitch in Maya, noob. :downs:
MNC
September 26th, 2007, 12:33 PM
ANFSCD, but don't want to make another topic:
I've got my basic BSP, I go to Materials, use the Multi-Sub-object, and have like 2 different materials, one for the ground and sky... [blablabla, like the basic tutorials]
I use ground.tif for my bsp. But when I compile my BSP, the ground is white after the radiosity and skying and stuff. help please?
SnaFuBAR
September 26th, 2007, 05:05 PM
no. shut up. this is a gallery topic. take your questions to your own thread you lazy prick.
DaaxGhost
September 26th, 2007, 10:42 PM
no. shut up. this is a gallery topic. take your questions to your own thread you lazy prick.
woah, who was that directed at.
Anyways... my newest model.
Figured i could help my friend with his model of a stairway by adding more detail. not done yet.
http://i189.photobucket.com/albums/z115/daax_2007/edna.jpg
MNC
September 27th, 2007, 01:58 AM
Already did you dingos :P
LlamaMaster
September 28th, 2007, 12:10 AM
It's a horrible concept derived from other mixed concepts of halo, but it's still the most detailed hallway thingy I've done....
http://img341.imageshack.us/img341/8443/tutorialmodelrenderao4.jpg (http://imageshack.us)
Anybody think that model would make a decent video tutorial for noobs?
Con
September 28th, 2007, 12:12 AM
Yeah, if you explained it really well.
LlamaMaster
September 28th, 2007, 12:15 AM
Yeah, if you explained it really well.
I attempted making the tutorial less then a week ago, but a little bit in I forgot how I modeled it... My main problem was I was trying to recreate my exact thought process of how I modeled it to the viewers, but I just couldn't remember. I'll probably end up just making it the fastest way, instead of my way.
Leiukemia
September 28th, 2007, 12:21 AM
That actually looks pretty cool llama
DaneO'Roo
September 28th, 2007, 12:25 AM
Llama thats gret :D
also
http://img218.imageshack.us/img218/7673/chokerender5jw6.jpg
Thanks again to Massacre for modeling that room for me, I didn't know how to model interiors but I do now :D
Con
September 28th, 2007, 12:29 AM
The floor texture is too busy, make it a bit simpler looking. The shape of the door is the only other thing that concerns me, it's a bit unusual.
BobtheGreatII
September 28th, 2007, 12:32 AM
The floor texture is too busy, make it a bit simpler looking. The shape of the door is the only other thing that concerns me, it's a bit unusual.
Could just be the angle of the door the picture was taken from, but I have to agree, kinda is odd.
DaneO'Roo
September 28th, 2007, 12:33 AM
neh im keeping the floor tile like that for personal preference
actually I remember what I was going to do with the floor, I'm going to map a sheet for it and paint a specific texture for the floor of that room, it won't tile.
Bad Waffle
September 28th, 2007, 01:01 AM
screw you connor, i like the floor.
Con
September 28th, 2007, 01:07 AM
It's overly complicated in some areas. It's a floor.
also, bite me :awesome:
Rob Oplawar
September 28th, 2007, 01:11 AM
damn. After Halo 3 everything just looks so... plain. I'm working on a last gen mod in a next gen age. I'm sad now.
Dano, you need to paint a ridiculously, mind-numbingly awesome texture now to cheer me up.
Con
September 28th, 2007, 01:30 AM
damn. After Halo 3 everything just looks so... plain. I'm working on a last gen mod in a next gen age. I'm sad now.
I know, I feel so :saddowns:
DaneO'Roo
September 28th, 2007, 01:48 AM
Meh, Halo 3 hasn't got any more better textures than what halo 1 and 2 had. It's just that now, there are more of them, and because of added model complexity, more places to put more.
Well, there are alot of textures that are made specifically for certain architecture, so thats another thing.
Rob Oplawar
September 28th, 2007, 01:51 AM
actually, what i mean is shaders. damn dude the shaders. normal mapping, specular, bloom, hdr, dynamic reflections... shit. it all looks so pretty together.
DaneO'Roo
September 28th, 2007, 01:53 AM
and that of course :P
DaneO'Roo
September 28th, 2007, 01:57 AM
http://img517.imageshack.us/img517/2089/chokerender5al5.jpg
Tweek
September 28th, 2007, 04:51 AM
actually, what i mean is shaders. damn dude the shaders. normal mapping, specular, bloom, hdr, dynamic reflections... shit. it all looks so pretty together.
hrd/bloom isnt in the shaders, that's engine-work :P
just post-processing stuff.
Reaper Man
September 28th, 2007, 07:14 AM
actually, what i mean is shaders. damn dude the shaders. normal mapping, specular, bloom, hdr, dynamic reflections... shit. it all looks so pretty together.
And parallax mapping, gosh.
MNC
September 28th, 2007, 08:32 AM
So I have no idea to make purdy renders, but I managed to make this:
http://img219.imageshack.us/img219/6953/strugglegloweu9.png (http://imageshack.us)
Mass
September 28th, 2007, 08:52 AM
Dano, you made it so perty, I mean I could definately see fapping to that.
also for those of you wondering, doorway shape is:
http://i118.photobucket.com/albums/o97/nate-the-great_photos/examp.jpg
Its not an original forerunner design, but in my opinion it jives damn well.
FlyingStone
September 28th, 2007, 09:28 AM
Looks like the right side is angled down more than the left, is there a reason for that or is it just my bad eyes?
-F.S
Tarzan
September 28th, 2007, 09:31 AM
I'm going to hope that's your bad eyes and Massacre didn't fail to use snap or text-entry to make his doorway symmetrical - lol
MNC
September 28th, 2007, 09:40 AM
It feels too flat, shouldn't it be vertically stretched more?
Mass
September 28th, 2007, 10:46 AM
lol, its perfectly symmetrical, trust me.
anyway, I would make it taller but the only reason I made a new doorway shape was to fit the cliff, which needed something wide and short, so there you go.
Con
September 28th, 2007, 10:49 AM
It's the varying depth of the doorway that makes it odd looking. It'd look better with some sort of trim or bulkheads to the side, incorporated nicely, You can use instance geometry for that like they did in Uplift's doorways.
Tarzan
September 28th, 2007, 12:40 PM
instance geometry? sounds interesting...
Pooky
September 28th, 2007, 04:49 PM
Llama thats gret :D
also
http://img218.imageshack.us/img218/7673/chokerender5jw6.jpg
Thanks again to Massacre for modeling that room for me, I didn't know how to model interiors but I do now :D
The frame on that door needs more depth to it, I don't like it. The rest is :awesome:
Con
September 28th, 2007, 07:55 PM
instance geometry? sounds interesting...
yeah, once he gets his map to H2v, he can use that. It's basically taking models and linking them to the frame, calling them instance geometry, and not having to stitch em into the BSP. It's like scenery, but part of the BSP. Sealed world rules do not apply to instance geometry.
Leiukemia
September 29th, 2007, 12:06 AM
Figured out how to get rid of the jagged edges, and added another 10 mins to render time :O . New avatar, I like this one.
http://i67.photobucket.com/albums/h320/Duncgs/rims3.jpg
http://i67.photobucket.com/albums/h320/Duncgs/rimavatar.jpg
Con
September 29th, 2007, 12:08 AM
love it :)
Tarzan
September 29th, 2007, 12:18 AM
yeah, once he gets his map to H2v, he can use that. It's basically taking models and linking them to the frame, calling them instance geometry, and not having to stitch em into the BSP. It's like scenery, but part of the BSP. Sealed world rules do not apply to instance geometry.
Hm... so that's like making a separate model for something like a base and just sticking it on the bsp without attaching it or needing to worry that it's sealed? Just out of curiosity, how does this work?? I thought everything that was exported at the same time as the BSP (part of the bsp file) had to be sealed or tool would shit itself with open edges...
LlamaMaster
September 29th, 2007, 12:38 AM
Thats DAMN sexy luke! I love the render; did you use vray? Odd request, but could render a 1024x768 version for me? I want it as my background. :awesome:
Con
September 29th, 2007, 12:39 AM
Hm... so that's like making a separate model for something like a base and just sticking it on the bsp without attaching it or needing to worry that it's sealed? Just out of curiosity, how does this work?? I thought everything that was exported at the same time as the BSP (part of the bsp file) had to be sealed or tool would shit itself with open edges...
Like I said, it's an H2V thing. I'm guessing it recognizes the symbol indicating it's instance geometry then builds two-way collision for it and ignores open edges.
Leiukemia
September 29th, 2007, 12:41 AM
Thats DAMN sexy luke! I love the render; did you use vray? Odd request, but could render a 1024x768 version for me? I want it as my background. :awesome:
Thanks, and no I just used max render with some tricks up my sleeve. Sure, I can make you a render that size, but not tonight it takes like 25 mins to render lol.
Con
September 29th, 2007, 12:42 AM
hey, can you render a 1280x1024 one for me too? :awesome:
LlamaMaster
September 29th, 2007, 12:43 AM
Thanks, and no I just used max render with some tricks up my sleeve. Sure, I can make you a render that size, but not tonight it takes like 25 mins to render lol.
Understood. Btw, how did you fix the jagged edges error? I've had that problem before.
Edit: Damn you concars....
Leiukemia
September 29th, 2007, 12:43 AM
lol yea sure.
Edit: I used hammersley on the actual texture, and played around with some stuff I can't quite remember at the moment. But yeah just apply hammersley on the actual texture and see how that works out.
SnaFuBAR
September 29th, 2007, 06:11 AM
1PN58 nightvision scope. Mounts on the PKM, RPK, RPK74, and mostly all ak variants. 1749 triangles. Not that it's even all that complex, but there's rediculous bits and pieces.
http://img205.imageshack.us/img205/2538/1pn58ko7.jpg
I still have a few things to edit.
Con
September 29th, 2007, 11:53 AM
nice +rep
Jay2645
September 30th, 2007, 03:17 AM
1PN58 nightvision scope. Mounts on the PKM, RPK, RPK74, and mostly all ak variants. 1749 triangles. Not that it's even all that complex, but there's rediculous bits and pieces.
http://img205.imageshack.us/img205/2538/1pn58ko7.jpg
I still have a few things to edit.
Looks like a penis.
SnaFuBAR
September 30th, 2007, 03:36 AM
whatever makes you smile, jay. :laffo:
DaneO'Roo
September 30th, 2007, 06:29 AM
http://img230.imageshack.us/img230/8717/ohspartaaafd7.gif
ExAm
September 30th, 2007, 10:54 PM
1PN58 nightvision scope. Mounts on the PKM, RPK, RPK74, and mostly all ak variants. 1749 triangles. Not that it's even all that complex, but there's rediculous bits and pieces.
http://img205.imageshack.us/img205/2538/1pn58ko7.jpg
I still have a few things to edit.Looks like a fat panzerfaust with crap attached.
Tweek
October 1st, 2007, 05:38 PM
http://xs120.xs.to/xs120/07401/core.jpg
NO MORE GIANT HOLE!
needs moar neuro stories right?
Kiwibird
October 1st, 2007, 05:40 PM
It's not finished yet, especially with the grip.
http://i13.photobucket.com/albums/a269/DarthKiwibird/terrangun.png
LinkandKvel
October 1st, 2007, 06:05 PM
WAAAAAAAAAAAAAAY too boxy.
Mass
October 1st, 2007, 06:16 PM
*snip*
NO MORE GIANT HOLE!
needs moar neuro stories right?
I'd tap that.
Also, yes.
Kiwibird
October 1st, 2007, 06:28 PM
WAAAAAAAAAAAAAAY too boxy.
Thanks for the input, I'll try to fix it.
I'm attempting to make this.
http://i13.photobucket.com/albums/a269/DarthKiwibird/terranrifle.png
Tarzan
October 1st, 2007, 06:43 PM
I'd tap that.
I thought I coined that phrase for one of snaf's models - lol...
Anyway... um.. .the front of that gun is kind of fubared... there are two of those little knob-lets for one...
LlamaMaster
October 1st, 2007, 06:52 PM
http://xs120.xs.to/xs120/07401/core.jpg
NO MORE GIANT HOLE!
needs moar neuro stories right?
Looks awesome, too awesome...
One thing though: whats with the small gap in between top ring and the pillar?
Sel
October 1st, 2007, 07:03 PM
Thats a pretty bitchin pillar type thing.
Kiwibird
October 1st, 2007, 07:49 PM
Anyway... um.. .the front of that gun is kind of fubared... there are two of those little knob-lets for one...
You know what, I think I will just start the whole thing over. After looking closely at that gun and mine, the basic shape is the same, but the detailed parts are way off. I can't believe I didn't notice that until now :gonk:
Con
October 1st, 2007, 08:07 PM
http://xs120.xs.to/xs120/07401/core.jpg
NO MORE GIANT HOLE!
needs moar neuro stories right?
pillar's design doesn't really fit into the level all that well. The pillar has a lot of curves, while the level was more Narrows-ish. also, make pillar wider so you have to drive around it moar. I don't think the tanks belonged in the level anyway.
Mass
October 1st, 2007, 08:46 PM
I thought I coined that phrase for one of snaf's models - lol...
rofl, tell me you don't honestly think you coined "I'd tap that"
also, I suppose the forerunner-ness is debatable.
w/e, still highly sexable.
Tarzan
October 1st, 2007, 08:57 PM
No - I mean in conjunction with halo WIP's... of course I didn't make it up! - lol... I used it somewhere here like a day ago...
DaneO'Roo
October 1st, 2007, 10:11 PM
well I'm sorry, but "I'd tap that" is older than christ himself. You'll find it on nearly every page of the Church thread at gearbox.
*edit* also
http://img227.imageshack.us/img227/4895/stripsgoldeninteriorrenwj2.jpg
socks.
Con
October 1st, 2007, 10:18 PM
Very nice :)
Teh Ganon
October 1st, 2007, 10:40 PM
d4no when you make textures.. what exactly goes on in your head? nice work.
Mass
October 1st, 2007, 10:49 PM
well I'm sorry, but "I'd tap that" is older than christ himself. You'll find it on nearly every page of the Church thread at gearbox.
*edit* also
*snip*
socks.
Argyle?
That is a pixelated orgasm right there.
*note not invitation to post real pixelated orgy :saddowns:*
DaneO'Roo
October 1st, 2007, 11:16 PM
well, mostly tits.
also
http://img230.imageshack.us/img230/8575/stripsgoldeninteriorrence1.jpg
/thread ZING
Con
October 1st, 2007, 11:17 PM
It'd look better with actual dedicated light slits, not the grooves you already had.
DaneO'Roo
October 1st, 2007, 11:19 PM
but they are dedicated light strips :/
I think cause i made the light strips bumped it made them fill up the whole space looking.
http://img231.imageshack.us/img231/9496/stripsgoldeninteriorrenhq1.jpg
unbumped the light strips. I put them in the grooves because, well, where else can they go.
Bad Waffle
October 2nd, 2007, 01:24 AM
SKIN THE TAW NOW PLZZ
DaneO'Roo
October 2nd, 2007, 02:11 AM
^ ok shit.
also, just showing off.
http://img208.imageshack.us/img208/6732/stripsinterioranimqv0.gif
MNC
October 2nd, 2007, 02:24 AM
That stands equal to a can of soda. Which is awesome.
Botolf
October 2nd, 2007, 03:05 AM
When I finally concept a level I like, and model it to all specifications, I must find some subliminal way to force Dano to work his texturey magic with it. To the internet! :google:
But for now, an eye-peeling picture of this little abomination I wisely dropped a while ago:
http://img408.imageshack.us/img408/1127/screenshot7zp2.jpg
DaneO'Roo
October 2nd, 2007, 03:11 AM
Sorry, but not even 3 hot bisexual goth chicks naked in a bed of gummi bears could make me want to work on that.
Botolf
October 2nd, 2007, 03:14 AM
Of course not, I even ended up loathing that damn thing :lol:
DaneO'Roo
October 2nd, 2007, 03:16 AM
So why did you make it in the first place.
Botolf
October 2nd, 2007, 03:20 AM
To learn, mostly. And I did, so it was a successful in that way. Now to make something with a lot less failure :haw:
DaneO'Roo
October 2nd, 2007, 03:24 AM
Good boy.
See, I was expecting OMG BUT IT WAS THE BEST MAP EVAR WHEN I MADE IT FUCK YOU etc.
You passed the test.
Leiukemia
October 2nd, 2007, 03:46 AM
WIP
http://i67.photobucket.com/albums/h320/Duncgs/mk23.jpg
Botolf
October 2nd, 2007, 03:51 AM
Good boy.
See, I was expecting OMG BUT IT WAS THE BEST MAP EVAR WHEN I MADE IT FUCK YOU etc.
You passed the test.
There's a test? I thought it was just a "force-feed reality to the deluded morons" rule :p
DaneO'Roo
October 2nd, 2007, 04:08 AM
Oh I like you alot.
But not as much as Leuik :awesome:
But Leuik, make a frigin map allready jeez. Even if you just remade a CS map like Aztec and just made it halo ified it'd be sweet.
MNC
October 2nd, 2007, 03:09 PM
I'm just learning some terrain modeling.
http://img220.imageshack.us/img220/4948/solombmz0.png
http://img408.imageshack.us/img408/4062/solomb03bn5.png
Textures are placeholders, lights are just funky for rendering, and be gentle?
Sever
October 2nd, 2007, 03:23 PM
Looks like you modeled from a flat plane, just like everyone else. I don't see anything great (its just terrain). but I see nothing wrong.
Tweek
October 2nd, 2007, 03:23 PM
fails.
you're still dragging verts up and down, wich is fine for making like hills and stuff, but when you get a bit more vertical, it won't do the job, and you'll need to add in verts there.
if you want to do this, don't use textures, just post a solid with wireframe overlay, that gives us the best info on this stuff to crit on.
also, it's just terrain, a modified plane. wich isn't bad on itself, since it's the basis of starting anythign with terrain in it. but there's not moch there to give crit AT.
MNC
October 2nd, 2007, 03:38 PM
Yes, it's a plane (skybox, bottom plane) mostly soft selection editing.
As for not much there to crit at, if I post a complete mesh made with a wrong modeling method I'd rather know it from the start than at the end.
http://img406.imageshack.us/img406/815/solowiremy8.png
Also, when you say adding verts, tesselate or create in vert submenu?
Tweek
October 2nd, 2007, 04:00 PM
neither.
i suggest you rip a map from Halo CE, Silent Catrographer or Halo would be the best. you need to look at how te cliffs on those maps are made, geometry-wise. then you want to go about recreating it.
for sheep pratice, you should just import the first BSP from Halo, and re-create it. i'm talking about making the BSP from scratch, so you teach yourself how to do that.
DONT EVER settelate, it fucks shit up.
instead, use the Cut tool to create more edges/verts.
Extrude will do a decent job half of the time too.
Rob Oplawar
October 2nd, 2007, 06:51 PM
I hear a lot of "Don't Ever" on these forums. The way I see it, when Autodesk was making 3DS Max, they didn't just say "lets waste our time developing this useless feature that only messes up your model." There's a right way to use all the tools.
But, er, yeah, in general and especially for people new to it, tessalation tends to be bad I guess.
Only the Sith deal in absolutes, Tweek!
Tarzan
October 2nd, 2007, 07:25 PM
Lol - tesselate is useful for times when you go oops... I should have made that a higher poly to begin with. Lets make this plane have 16 polygons instead of 4. I usually model things in fairly high poly first, and then begin begin optimizing it. My HEH2 bsp (the one whose beta was leaked) was only like 4K polys and I didn't optimize the floor... So tesselation isn't ALL bad, as long as you optimize too...
fatso784
October 2nd, 2007, 07:34 PM
Tesselation is my friend :p
Mass
October 2nd, 2007, 08:05 PM
Thanks for the point-proving gentlemen.
You guys love bathing in web-gas don't you?
Tesselate can be useful in rare times when it creates exactly the polygon layout you want, which is to say, nearly never; in short, cut ftw.
DaneO'Roo
October 2nd, 2007, 08:05 PM
Maya + Sculpt Tool > shitty max terrain modelling.
Tarzan
October 2nd, 2007, 08:20 PM
Lol @ massacre.... that's why I never use tesselate once I've started making a model. It just leaves too much crap around. I might have to look into getting Maya...
Leiukemia
October 2nd, 2007, 08:21 PM
Maya + Sculpt Tool > shitty max terrain modelling.
And again the maya><max starts again.
:p
Roostervier
October 2nd, 2007, 08:42 PM
So I decided to restart my project of making my own spartan biped, using the h2 biped as a reference for it.
http://img406.imageshack.us/img406/9130/leg1tt8.jpg
http://img406.imageshack.us/img406/9488/leg2mw7.jpg
http://img233.imageshack.us/img233/1004/leg3ik8.jpg
I've got most of the basic shape of the leg done, I need to add a few polys in order to make it look okay when rigged though.
If you have any ideas on how to make this biped look lolawesome, please post them. I don't mind adding a few extra polys/tris on this; I plan on it being more like 5k polys, rather than the 2 or 3k for the h2 biped.
DaneO'Roo
October 2nd, 2007, 08:47 PM
Maya ftw.
Roostervier
October 2nd, 2007, 08:52 PM
Maya ftw.
Yup; constant, easy work flow and great tools. Not much more you could ask for. ;)
DaneO'Roo
October 2nd, 2007, 09:02 PM
Finally, someone else sees it. It's not unnecessarily complicated. What you want, when you want it, within like 5 seconds. No stupid modifiers or anything. Just a constantly transformable UI, saving TONNES of space and therefore increasing work flow.
Also, the 3d viewchanger up the top right corner is a significant advantage.
Rob Oplawar
October 2nd, 2007, 09:26 PM
XD you overseas people with your adding unnecessary "e"s to words.
I personally like having more power at my fingertips. I've become used to a perhaps more difficult and convoluted interface, so personally 3DS Max ftw. Moar powah! To each his own.
Leiukemia
October 2nd, 2007, 09:48 PM
Finally, someone else sees it. It's not unnecessarily complicated. What you want, when you want it, within like 5 seconds. No stupid modifiers or anything. Just a constantly transformable UI, saving TONNES of space and therefore increasing work flow.
Also, the 3d viewchanger up the top right corner is a significant advantage.
Well, really max is only complicated when you first use it. After you get used to it, like most do, it's rather easy to use. Also, I hardly need to use modifiers anyhow, only 2 I usually use are symmetry and shell. Meshsmooth sometimes for stuff that isn't for games. As Rob said, to each his own.
Chewy Gumball
October 2nd, 2007, 10:17 PM
You can do anything in max that you can in maya, sometimes it takes longer, sometimes its shorter, but never ridiculously so. At least modeling/texturing wise.
DaneO'Roo
October 2nd, 2007, 10:39 PM
No, Mayas texturing, uv mapping, rendering and material access/editing is EXTREMELY faster than Max's. Maya also comes with all the paint tools and stuff as well. It's almost like a mini zbrush and BodyPaint 3D within Maya.
Max is only as far as I can tell, good for modeling things like complex guns and architecture. Thats why almost all of you max users only ever make those exact things. Guns and architecture.
Anything organic, bipeds, terrain etc is where Maya shines, and Max falls short.
IMO
Leiukemia
October 2nd, 2007, 10:43 PM
IMO
There ya go! :P
jeffro11
October 2nd, 2007, 11:15 PM
Sorry to impede here, but 3ds does have a "Paint" tool for terrain ;)
Its just whatever your used to basically. :D
I for one will never use Maya because of the interface. But again thats just my opinion.
Kiwibird
October 2nd, 2007, 11:38 PM
I modeled myself. This was my first organic model ever.
BTW: I use Blender :D
EDIT: There we go, I fixed the shading on the nose. I had all of the lights casting shadows :X
http://i13.photobucket.com/albums/a269/DarthKiwibird/Me-1.jpg
Con
October 2nd, 2007, 11:47 PM
Whats with the nose, there's two different shades :\ Did you for some reason UV that separately?
Kiwibird
October 2nd, 2007, 11:51 PM
Whats with the nose, there's two different shades :\ Did you for some reason UV that separately?
Yeah, I noticed that too. It's the lighting. I have three lights in the scene and that area is getting exposed to all of the lights, I think. It's that or the smoothing groups.
EDIT: I had all of the lights casting shadows. I fixed it though.
Tweek
October 3rd, 2007, 05:29 AM
No, Mayas texturing, uv mapping, rendering and material access/editing is EXTREMELY faster than Max's.
only because you dont know what you're doing in MAX
Maya also comes with all the paint tools and stuff as well. It's almost like a mini zbrush and BodyPaint 3D within Maya.
so does max, you just haven't found it yet.
Max is only as far as I can tell, good for modeling things like complex guns and architecture. Thats why almost all of you max users only ever make those exact things. Guns and architecture.
i agree that maya does have certain advantages over organics, but thats not why the max users here are all gun whores.
they're just gun whores who use max.
high res modelling, is actually ALOOOT like organic modelling, wich max is more than capable of.
DEBATE OVER, BAck TO TO GALLERY-ING!
Kiwibird
October 3rd, 2007, 10:21 AM
I'm not sure if Blender has a polygon counter. If it does I don't know how to get to it.
Con
October 3rd, 2007, 11:14 AM
It's probably nurbs, so you won't get polygon counts.
Rob Oplawar
October 3rd, 2007, 03:03 PM
:picsorstfu:
no more arguing about max and maya.
Botolf
October 3rd, 2007, 03:58 PM
http://img511.imageshack.us/img511/9759/platformlolzuf0.jpg
I need to start working from concept sketches :v
LlamaMaster
October 3rd, 2007, 05:30 PM
If you can't do any better than that without a concept, thats pretty sad. Bad model; be more creative or something.
Tweek
October 3rd, 2007, 05:33 PM
who needs concept.
just doodle in 3d, that's how all my awesome stuff comes to be.
Botolf
October 3rd, 2007, 05:42 PM
Arr, I be creative on paper! :p
Patrickssj6
October 3rd, 2007, 05:47 PM
Arr, I be creative on paper! :p
Needs more
:picsorstfu:
Botolf
October 3rd, 2007, 05:50 PM
What? You want pics proving I suck at "3d doodling"? Didn't I cover that? :lol:
Metroid4593
October 3rd, 2007, 08:52 PM
http://elver.files.wordpress.com/2007/05/chainsaw.gif
I demand this to be made for CE.
Tarzan
October 3rd, 2007, 09:02 PM
Lol.... mmmmmm nope.
Leiukemia
October 3rd, 2007, 10:14 PM
If you can't do any better than that without a concept, thats pretty sad. Bad model; be more creative or something.
Hey, not all of us are really imaginative :(
Bad Waffle
October 3rd, 2007, 11:26 PM
Hey, not all of us are really imaginative :(
hahaha, sucker!
LlamaMaster
October 3rd, 2007, 11:51 PM
http://elver.files.wordpress.com/2007/05/chainsaw.gif
I demand this to be made for CE.
I might make it if the gun was less of a box.
Leiukemia
October 4th, 2007, 12:00 AM
I might make it if the gun was less of a box.
Yeah, well, maybe it's tubular <.<
BobtheGreatII
October 4th, 2007, 12:05 AM
I love that gun so much. I want to carry one down the street with me.
Con
October 4th, 2007, 01:13 AM
Looks like it would be better as a shoulder mounted weapon, looks kinda bulky to be held normally with those sights on top.
SnaFuBAR
October 4th, 2007, 02:38 AM
sights should be side mounted like the rpg7.
Archon23
October 4th, 2007, 07:22 AM
We also have to remember its a flying chainsaw, that breaks enough realistic properties of the gun already.
LlamaMaster
October 4th, 2007, 09:41 AM
We also have to remember its a flying chainsaw, that breaks enough realistic properties of the gun already.
It could happen >.>
Pooky
October 4th, 2007, 04:26 PM
the sights would make more sense on the side, and the flipping up would just be part of the taking it out animation
Mass
October 4th, 2007, 06:20 PM
I love that gun so much. I want to carry one down the street with me.
Nothing creepy 'bout this post.
Also, chainsaws should be sorta flung out using explosives so that they spin, not like a bullet but y'know like a boomerang.
Also, hahaha at you uncreative people, get yourself some sunshine.
smart right? sunshine could mean real world inspiration or pot, its like doubletrue.
Botolf
October 5th, 2007, 01:30 AM
smart right? sunshine could mean real world inspiration or pot, its like doubletrue
Paper smells nice, can I be inspired by paper? :v
Mass
October 5th, 2007, 07:29 AM
sure, as long as there's something inside. :downs:
but seriously, I don't really get how people don't have the ability to think of something, it's a foreign concept to me.
Botolf
October 5th, 2007, 12:01 PM
Eh, I think of better ideas when I'm sketching than I do in max, getting used to a new medium, maybe?
MNC
October 5th, 2007, 01:45 PM
I can't imagine all kinds of stuff without paper. I need paper and pencil and sketch away.
Leiukemia
October 6th, 2007, 02:06 AM
Yeah I dunno, I know bump's too deep i didnt feel like waiting another 10 mins. I'm training to be a locksmith, my boss wants me to 3d model a lock for his website, this was just a test run. If anyone wants to use that rim avatar I had just ask.
http://i67.photobucket.com/albums/h320/Duncgs/lock.jpg
http://i67.photobucket.com/albums/h320/Duncgs/lockclose.jpg
http://i67.photobucket.com/albums/h320/Duncgs/lockavatar.jpg
Rob Oplawar
October 8th, 2007, 04:09 AM
hm, it's alright I spose, although something doesn't seem quite right about it...
can't put my finger on it tho
edit: the lowres ones look good.
Oh, i know part of it- the shadow's way too sharp. You never get shadows like that in real life.
SnaFuBAR
October 8th, 2007, 04:22 AM
You never get shadows like that in real life.
false.
Patrickssj6
October 8th, 2007, 10:12 AM
Actually this is real-life if you get what I mean :p
Rob Oplawar
October 8th, 2007, 01:15 PM
What I mean is how often do you get perfectly white spotlights shining a perfectly crisp beam at that angle on a door lock? It needs softer lighting IMO.
I need to learn to never say never.
MNC
October 8th, 2007, 04:20 PM
inb4usaidittwice
Awesome lock, but the 50x50 or so looks like a doorbell button.
Jay2645
October 9th, 2007, 01:32 AM
Here's my mapping team's current WIP, I'm doing the actual Sapien and Guerrilla work. This map was leaked recently on Halomaps, it has since been renamed. The leaker replaced all my work with H3T stuff, so the only stuff we actually stuck in there are the standard Halo 1 weapons, the SMG, and the Battle Rifle. We had a better version of the bubble shield as well.
But I digress:
http://i203.photobucket.com/albums/aa115/Jay2645/Hemel1.jpg
http://i203.photobucket.com/albums/aa115/Jay2645/hemel2.jpg
http://i203.photobucket.com/albums/aa115/Jay2645/Hemel3.jpg
Ignore the little bumps and such in the geometry, we have a new modeler who is remaking the BSP from scratch. He learned in private lessons from Massacre, whose work you may have seen (Archive V2 is the codename), and he is :awesome: at modeling.
Con
October 9th, 2007, 01:47 AM
I like the layout, but please find someone much better at UV mapping once it's done being remodeled.
DaneO'Roo
October 9th, 2007, 01:59 AM
Remodelled? Sorry but that looks ripped to me. Thats if you look past the shitty materials.
MNC
October 9th, 2007, 02:41 AM
XmU79HtsI4Q
Very sloppy but I think it's getting there, first animation.
Snaver
October 9th, 2007, 10:01 AM
Remodelled? Sorry but that looks ripped to me. Thats if you look past the shitty materials.
No one can rip bsps from halo 3 yet to my knowledge..
Con
October 9th, 2007, 11:12 AM
I know a few people who have H3 BSPs, but there's no way it'd get into the hands of Jay.
Tarzan
October 9th, 2007, 11:52 AM
That's their piss-poor excuse for Valhalla (aka Asgard). I downloaded it, and about cried. The BSP is certainly not ripped. Anyway - if things like the bubbleshield being a weird weapon thing were fixed, and the man cannons activated... it would be a passable map. But you need to get the RL out of the river too.
Mass
October 9th, 2007, 12:03 PM
Jay:
1. If you are redoing a map why would you post older pictures
2. I didn't give him "private lessons" I answered his questions as best I could.
Dano:
They are not ripped, they'd look better if they were.
NMC:
Little choppy but I like.
Pooky
October 9th, 2007, 04:19 PM
Remodelled? Sorry but that looks ripped to me. Thats if you look past the shitty materials.
lol (http://hce.halomaps.org/index.cfm?pg=3&fid=3235).
:fail:
Tweek
October 9th, 2007, 05:30 PM
Remodelled? Sorry but that looks ripped to me. Thats if you look past the shitty materials.
WOAH WOAH!
you better take that back bitch.
that's a MASSIVE insult to bungie.
DaneO'Roo
October 9th, 2007, 06:25 PM
Well it was a first glance bitch. Obviously it looks crap but I figured it was because the bsp got screwed from ripping.
Jay2645
October 9th, 2007, 06:46 PM
Obviously, it is not ripped. But thanks for the complement.
Once again, the shitty excuse of a leak, Asgard (Or, as I like to call it, Assguard), was NOT populated by us.
The Bubble shield was not ours (As I stated), nor was ANY other weapon or vehicle besides the SMG, Banshee, and Battle Rifle. Someone repopulated the entire map, and I actually had no hand in that particular build, even before it was leaked.
Anyway, it appears I have taken project lead, apparently (Or something, I'm not sure why people are actually doing what I asked), but I am NOT the leader of Sigma, nor the Co-Leader. Just the project lead.
As I said, it is being COMPLETELY repopulated, re-UVWed, and remodeled. I've seen a few WIP screenies of the model, it's coming together nicely, no bumps or random rocky extrusions like you see in the current BSP. And, before you ask, it IS plane modeled.
The HUD is a new, H3 one, made by Donut, and I made a working Man Cannon that will be used. The screenshots you see are not of Asgard, but the vehicles you see in them prove that it actually is a new build of Hemel.
Another thing: Sigma is 100% against ripping of anything, whether it be pre-made tags or stuff from Halo 2 or 3. Everything we use was either made by us or what came with the HEK. And my ripping days are over, lol. I learned that lesson the hard way.
Oh, and thanks for clearing that up about Duce, Massacre. I seem to remember you told me you tutored him after you left UMT.
Hurrvish
October 9th, 2007, 07:21 PM
Sigma is 100% against ripping of anything. Everything we use was either made by Bungie or us.:downs:
EDIT: But I suppose it could just be pre-made tags
Mass
October 9th, 2007, 07:21 PM
Why do you always have an urge to both post inaccurate information and somehow associate with me?
All I'm wondering.
Also you were kinda accused of ripping from halo 3, and you kinda said you use bungie stuff in your defense of ripping, so you're kinda lacking upstairs.
Jay2645
October 9th, 2007, 07:27 PM
Why do you always have an urge to both post inaccurate information and somehow associate with me?
All I'm wondering.
Also you were kinda accused of ripping from halo 3, and you kinda said you use bungie stuff in your defense of ripping, so you're kinda lacking upstairs.
You know I mean Halo 1 stuff.
I guess I should clarify.
Oh, and I have no idea why I like to associate with you.
I try my best to post the most accurate information, but occasionally I take things the wrong way or I am misinformed.
I'm not sure if you realize it, Mass, but since you left UMT, you've changed. For the worse.
Hurrvish
October 9th, 2007, 07:33 PM
http://img67.imageshack.us/img67/3149/68036851pb4.png
http://img227.imageshack.us/img227/5862/87112093wa1.png
3656 tris
Tarzan
October 9th, 2007, 07:42 PM
um... I assume it hasn't escaped your notice that your barrel is capped? looks pretty nice
Archon23
October 9th, 2007, 07:45 PM
I'm pretty sure a black hole texture would cover that up real fast.
Saves more polies just to texture instead of model the hole IIRC.
fatso784
October 9th, 2007, 07:56 PM
You know I mean Halo 1 stuff.
I guess I should clarify.
Oh, and I have no idea why I like to associate with you.
I try my best to post the most accurate information, but occasionally I take things the wrong way or I am misinformed.
I'm not sure if you realize it, Mass, but since you left UMT, you've changed. For the worse.
How has he changed? I don't notice any difference. Only a lack of enthusiasm and truthful criticisms, and that's not bad.
Leiukemia
October 9th, 2007, 08:15 PM
um... I assume it hasn't escaped your notice that your barrel is capped? looks pretty nice
Depending on what game it's for, most people don't model in the barrel hole.
Also, looks really fine hurrvish. Only thing is the barrel seems a bit thin.
LlamaMaster
October 9th, 2007, 08:24 PM
Depending on what game it's for, most people don't model in the barrel hole.
Also, looks really fine hurrvish. Only thing is the barrel seems a bit thin.
I model the hole, because I'm just that :awesome: .
yes I know it's stupid
Leiukemia
October 9th, 2007, 08:34 PM
I model the hole, because I'm just that :awesome: .
yes I know it's stupid
Yeah, really with how games are now, that are worth making models for, putting in the barrel hole isn't the great sin like when people were making stuff for ce. Even just having it there with less sides then the outside, like say a 12 sided tube with the inside only having 8 or 10. On stuff like a pistol, too, it's really not a problem at all since they can use up the extra polies. Also, the animations, especially for the deagle, look a lot better with the hole there. It's really up to the modeller/animator whether you feel like the hole is necessary.
Jay2645
October 9th, 2007, 08:37 PM
How has he changed? I don't notice any difference. Only a lack of enthusiasm and truthful criticisms, and that's not bad.
He seems to have lost all sense of humor... I don't like it.
Humor's just one of my things.
That, and I'm still mad at him for something that wasn't really his fault, and that was driving a wedge between Ganon and myself for using me as the blame for leaving UMT.
But let's not get off-topic into personal matters, shall we?
Botolf
October 10th, 2007, 01:07 AM
http://img254.imageshack.us/img254/8747/platformch3.jpg
Slightly less suck?
SnaFuBAR
October 10th, 2007, 01:20 AM
can you make it not a box? possibly?
Botolf
October 10th, 2007, 01:24 AM
Well, it's a floating platform, and it's intended to generally be "boxish" in shape. Mind elaborating (Not sure I catch your meaning)?
SnaFuBAR
October 10th, 2007, 01:41 AM
4 sided is BORING.
Rob Oplawar
October 10th, 2007, 01:45 AM
the sides are flat. The tops of the sides are not flat, but that doesn't make the sides any less flat.
flat is generally bad, unless it's a surface for walking on.
edit: and even then, a little vertical variation in a floor is often a good thing.
Botolf
October 10th, 2007, 01:49 AM
@Snaf: Ok, fair enough.
I do want to go for an angular style, along the lines of Lockout somewhat. Any suggestions for spicing up such a platform without turning it hexagonal or something (I don't mind remaking it again with more sides, though, if you think it important)?
@Rob: Noted.
Con
October 10th, 2007, 02:12 AM
I love the details, but it is kind of boring looking on the sides.
Botolf
October 10th, 2007, 02:13 AM
I love the details, but it is kind of boring looking on the sides.
Thanks, noted also.
DaneO'Roo
October 10th, 2007, 02:57 AM
Noob, are you fucking defending that map?
Coming from the one person on these forums that is never impressed by actual amazing work, your impressed by THAT? Your an idiot. Con-fucking-firmed.
It's a horrible map....
SnaFuBAR
October 10th, 2007, 03:03 AM
@Snaf: Ok, fair enough.
I do want to go for an angular style, along the lines of Lockout somewhat. Any suggestions for spicing up such a platform without turning it hexagonal or something (I don't mind remaking it again with more sides, though, if you think it important)?
@Rob: Noted.
you could try 7 sides... how about some halo related symbolism there? how about instead of the walls being 90 degrees to the floor, it has some tilt in or out? how about some panel details or control posts? maybe something much larger even? i don't recall any moving platforms THAT small being forerunner. not even the elevators in h2.
reconsider: scale, number of elements, functions, degrees, segments, tiers, etc.
Botolf
October 10th, 2007, 03:31 AM
you could try 7 sides... how about some halo related symbolism there? how about instead of the walls being 90 degrees to the floor, it has some tilt in or out? how about some panel details or control posts? maybe something much larger even? i don't recall any moving platforms THAT small being forerunner. not even the elevators in h2.
reconsider: scale, number of elements, functions, degrees, segments, tiers, etc.
Thanks, I'll be sure to keep all your suggestions in mind for when I pick it up again tomorrow (I'll note I have upped the amount of sides and overall size so far, though).
Tweek
October 10th, 2007, 05:33 AM
[snip]
Slightly less suck?
slightly less suck.
only i can see at LEAST 40 errors in that model in 3 seconds.
you'll get loads of errors from that thing.
Pooky
October 10th, 2007, 07:20 AM
Noob, are you fucking defending that map?
Coming from the one person on these forums that is never impressed by actual amazing work, your impressed by THAT? Your an idiot. Con-fucking-firmed.
It's a horrible map....
Have you even played it? It actually is quite fun with about 8-10 people, and isn't that what's important?
Or is it the respect of the person who created it? Hell, some of Bungie's maps are fucking ugly and they play very well... and there are a lot of unrecognized maps (http://hce.halomaps.org/index.cfm?pg=3&fid=379) on halomaps that play just as well or better than maps made by "respected map makers", but you people sure never mention them when bitching about maps people never play.
Fucking try something before you bash it, I thought you of all people would understand that.
Tweek
October 10th, 2007, 07:32 AM
Have you even played it? It actually is quite fun with about 8-10 people, and isn't that what's important?
Or is it the respect of the person who created it? Hell, some of Bungie's maps are fucking ugly and they play very well... and there are a lot of unrecognized maps (http://hce.halomaps.org/index.cfm?pg=3&fid=379) on halomaps that play just as well or better than maps made by "respected map makers", but you people sure never mention them when bitching about maps people never play.
Fucking try something before you bash it, I thought you of all people would understand that.
less swearing man.
also, show me some of these awesome-play-maps, and ill make a remake to make them also visually pleasurable.
Pooky
October 10th, 2007, 07:34 AM
I only said fuck once :downs:
If you give me some time later today I'll look up a bunch of the things, if you're really serious. I'd love to see a visually awesome version of asteroid tbh
Botolf
October 10th, 2007, 11:25 AM
slightly less suck.
only i can see at LEAST 40 errors in that model in 3 seconds.
you'll get loads of errors from that thing.
Hmmm, thought I got rid of most, but I shall look it over again regardless.
Tarzan
October 10th, 2007, 11:53 AM
or (and this is crazy logic) IT'S NOT VALHALLA?
fuck off and play the map online before comenting and sticking your foot further down your throat tbh.
I did play the map - how else would I know about stupid things like the terrible bubble shield and the RL in the creek?? talk about crazy logic...
"fuck off and think things through before comenting and sticking your foot further down your throat tbh."
MNC
October 10th, 2007, 01:19 PM
http://img106.imageshack.us/img106/3595/stopit02yi5.png
"Stop it!"
Get back to gallerying, damn it.
Tarzan
October 10th, 2007, 01:27 PM
lol - point taken. Anyway, can we see some better pictures of the not-asgard-map-that-closely-resembles-valhalla? The other ones are a little dark...
Tweek
October 10th, 2007, 02:20 PM
I'd love to see a visually awesome version of asteroid tbh
no because that sucks.
Pooky
October 10th, 2007, 04:17 PM
no because that sucks.
No, you suck.
Pooky
October 10th, 2007, 10:05 PM
Your mum sucks.
Cock.
:downs:
I'd sure hope yours did too.
I'd love to see a remake of a map like castel2castel [sic] or Paranoidx2. Those were awesome maps, but they needed a little help in terms of looks.
yes. Was going to say paranoidx2 before but really what can you do with it besides make the grenade launcher look less fail
Pooky
October 10th, 2007, 10:40 PM
Guess I never looked that closely at it considering no one ever played it.
Xegrot
October 10th, 2007, 11:14 PM
I played it!
:maddowns:
Oxygen
October 11th, 2007, 01:43 AM
i think after seeing all of the maps out there, it's pretty safe to say that most people here are a bit artistically challeneged when it comes to beauty in the maps. although, there may be a few gifted individuals...but that doesn't give anyone the right to bash on an unreleased/bad-looking map.
and seriously, Dano, Tweek and whoever, could you guys do one thing besides boost your egos and flame(crit)? i mean, there's a fine line between flaming and crit. we all boost our egos, but not all the time. and for those who are picked on...just ignore it. there's always going to be people who complain about everything you do and think their stuff is godly. i'm not chosing a side here...i'm just tired of reading through pointless arguments from the same few people. just drop it. take it to pm, if you like, but no one on here cares about how awsome u are compared to other people. we're all different. so what.
on topic:
the map could use quite a bit of work. the texturing looks pretty bad and the terrain falls short of awesome. just spice it up a bit and try to get some custom scenery in there. it helps more than you'd think.
~Oxy
Rob Oplawar
October 11th, 2007, 12:18 PM
^ /overreaction :/
compared to some other threads on these forums, recently this one has been right on topic, present posts excluded. Come on, it's all good fun smack talk. All I saw was crit with a few insults thrown into otherwise legit posts.
Tweek
October 11th, 2007, 06:39 PM
there's a fine line between flaming and crit.
no there's not.
it's this fat high wall, coloured fluorecent orange and pink, making these anoying BEEEEEEEEEEEEP sounds.
it's not a fine line.
Oxygen
October 11th, 2007, 06:51 PM
LOL! like the choice of color there tweek.
well...i'm just saying that you guys don't need to kick everyone around so much. as long as strider isn't here, i don't see any point in excessive flaming/put-downs.
~Oxy
Rosco
October 12th, 2007, 06:45 PM
MY COMMUNITY REVOLVES AROUND STRIDER LET THE FREEDOM BEGIN
Rob Oplawar
October 12th, 2007, 08:29 PM
^flamebait lol
Con
October 12th, 2007, 08:33 PM
Stay on-topic guys ;p
Mass
October 12th, 2007, 09:24 PM
Stay on-topic guys ;p
Trying.
http://i118.photobucket.com/albums/o97/nate-the-great_photos/building.jpg
Sever
October 12th, 2007, 09:41 PM
THAT is Forerunner architecture.
Roostervier
October 12th, 2007, 09:48 PM
I love it.As do I. It looks great, good job.
LlamaMaster
October 12th, 2007, 10:51 PM
Holy crap dude when did you become awesome?
Mass
October 12th, 2007, 10:55 PM
since I joined.
Also H3+pot=inspiration
and fun too.
Jay2645
October 12th, 2007, 11:10 PM
since I joined.
Also H3+pot=inspiration
and fun too.
Ah, Mass, you and your pot.
You seem to model better with it, lol.
And that structure is totally :awesome:.
PenGuin1362
October 12th, 2007, 11:24 PM
And that structure is totally
SHIT! COMPLETE SHIT! NEEDS LESS SHIT! PLEASE REMAKE WITH NO SHIT!
not bad actually, i was never a huge fan of the forerunner style though
Pooky
October 12th, 2007, 11:42 PM
Trying.
http://i118.photobucket.com/albums/o97/nate-the-great_photos/building.jpg
It's a little too convoluted to look very forerunner to me, and some of those angles don't quite look forerunner. For what it is though, it looks good.
Sever
October 13th, 2007, 12:08 AM
And what, Blood Gulch's bases look forerunner to you?
Mass
October 13th, 2007, 12:36 AM
It's a little too convoluted to look very forerunner to me, and some of those angles don't quite look forerunner. For what it is though, it looks good.
Actually, I know, I'm fixing the vagina door and thoses wierd 15 degrees things on the sides too.
Mass
October 13th, 2007, 01:42 AM
fixed and scaled.
http://i118.photobucket.com/albums/o97/nate-the-great_photos/building2.jpg
DOMINATOR
October 13th, 2007, 01:50 AM
make the front two things go straight down in the very front instead of angled.
Rob Oplawar
October 13th, 2007, 02:14 AM
very nice, massacre.
keep up the good work and i may remember to get back in touch with you about bce.
DOMINATOR
October 13th, 2007, 02:16 AM
No, Forerunner structural beams are almost always angular.
and grass is green.
like this http://img.photobucket.com/albums/v291/DOMINATOR5/building2.jpg
Pooky
October 13th, 2007, 02:20 AM
awesome, it looks a lot better that way
Sever
October 13th, 2007, 07:31 AM
I agree with DOMINATOR's little touch-up. It will keep vehicles from getting up there, as well as still allow infantry access. And look cool.
DaneO'Roo
October 13th, 2007, 09:11 AM
i think after seeing all of the maps out there, it's pretty safe to say that most people here are a bit artistically challeneged when it comes to beauty in the maps. although, there may be a few gifted individuals...but that doesn't give anyone the right to bash on an unreleased/bad-looking map.
and seriously, Dano, Tweek and whoever, could you guys do one thing besides boost your egos and flame(crit)? i mean, there's a fine line between flaming and crit. we all boost our egos, but not all the time. and for those who are picked on...just ignore it. there's always going to be people who complain about everything you do and think their stuff is godly. i'm not chosing a side here...i'm just tired of reading through pointless arguments from the same few people. just drop it. take it to pm, if you like, but no one on here cares about how awsome u are compared to other people. we're all different. so what.
on topic:
the map could use quite a bit of work. the texturing looks pretty bad and the terrain falls short of awesome. just spice it up a bit and try to get some custom scenery in there. it helps more than you'd think.
~Oxy
Wiener Schnitzel.
:protarget:
If something looks bad, I have the right to say so. You won't have me buttering anyones muffin.
I don't think I'm awesome, I KNOW I'm awesome. I don't need people to tell me so. If you find my posts pig headed and egotistical, thats just your ego being personally tramped on. I know it hurts. Deal with it.
oh did you see what I did there?
:eek: oh no he did!
*edit* Mass, make sure all the tilted angles are 45 degrees.
Scooby Doo
October 13th, 2007, 10:33 AM
not very suprising to hear that from you, dano...
Tweek
October 13th, 2007, 11:15 AM
nobody ever said being an elitist prick is bad!
cry moar.
PenGuin1362
October 13th, 2007, 12:12 PM
likin the changes to the structure but i agree with what dominator said. also try adding a few random details for lights and such.
Tarzan
October 13th, 2007, 01:44 PM
I assume the top area under the "roof" will be accessible to people... but how? are they going to just walk up those front beams? And remember max walking angle is 45 deg... Looks amazing tho!!
Pooky
October 13th, 2007, 01:46 PM
I don't think I'm awesome, I KNOW I'm awesome. I don't need people to tell me so. If you find my posts pig headed and egotistical, thats just your ego being personally tramped on. I know it hurts. Deal with it.
I liked you better when you were a newb dane :fail:
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